Base Class: Barbarian
Barbarians who follow the Path of the Strength Potion are bound to a rare and closely guarded formula — an alchemical mixture capable of unlocking primal power within the mortal body. Whether passed down through a secretive clan, discovered in ancient ruins, or gifted by dubious patrons, this potion transforms rage into something unnatural and overwhelming. Unlike other barbarians, their fury is not purely emotional – it is induced, amplified, and sustained through the use of this volatile substance.
The potion itself is not an endless source of power. It is a consumable resource, carefully measured and limited in supply. A practitioner of this path must learn discipline, choosing when to unleash their strength and when to hold back. This brew cannot be easily replaced. Its preparation requires rare ingredients, time, and knowledge that few possess. Some barbarians rely on their clan or allies to replenish it, while others must gather materials and attempt to recreate the formula themselves. In many cases, running out of the potion at the wrong moment can mean facing battle without access to their true power. Because of this, those who walk this path often reserve their potion for critical moments: deadly encounters, overwhelming odds, or battles they cannot lose.
When consumed, the potion floods the body with unnatural vitality. Muscles swell, reflexes sharpen, and pain dulls to near irrelevance. However, such power is never without consequence. Some practitioners treat the potion as a sacred tradition, others as a dangerous addiction — but all who walk this path must eventually face the question: "Is the power worth the cost?"
Level 3: Fueled Rage
When you consume your secret potion to enter your Rage, the alchemical mixture enhances your physical abilities beyond their natural limits.
While you are raging in this way, you gain the following benefits:
- Strength score increases by 3.
- Dexterity score increases by 3.
- Speed increases by 20 feet.
These bonuses apply only for the duration of active Rage. These bonuses affect saving throws, attack rolls, ability checks, and add extra damage to weapons.
While Rage is active, you have disadvantage on Intelligence and Wisdom saving throws and checks.
Overdose. When you use the Potion more than your Rage limit for the class, you cause Overdose. When your Rage ends, you must make a Constitution saving throw. The DC equals 10 + the number of times you have used Overdose since your last long rest. On a failed save, you gain one level of Exhaustion for each time you have used Overdose since your last long rest. On a successful save, you gain no levels of exhaustion.
Overdose
You can push your body beyond safe limits by consuming an excessive amount of your potion.
When you enter your Rage by consuming your potion, you can choose to overdose. Alternatively, you may consume an extra dose of the potion while raging to overdose. If you do, you gain the following additional benefits for the duration of your Rage:
- Your Rage damage bonus is doubled
- Your speed and abilities from the Fluede Rage bonus are doubled
When your Rage ends, you must make a Constitution saving throw. The DC equals 10 + the number of times you have used Overdose since your last long rest. On a failed save, you gain one level of Exhaustion for each time you have used Overdose since your last long rest. On a successful save, you gain no levels of exhaustion.
Level 6: Reactive Escape
Your body reacts to danger with unnatural speed, enhanced by your alchemical conditioning. You can use your Bonus action to take the Disengage action. You can use this feature only while raging.
Level 10: Retaliation
When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.
Level 14: Intimidating Presence
As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/21/2026 2:04:51 PM
|
11
|
1
|
2
|
Coming Soon
|
Comments